/*
* DisplayObject
* Visit http://createjs.com/ for documentation, updates and examples.
*
* Copyright (c) 2010 gskinner.com, inc.
* 
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
* 
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/

/**
 * The EaselJS Javascript library provides a retained graphics mode for canvas including a full hierarchical display
 * list, a core interaction model, and helper classes to make working with 2D graphics in Canvas much easier.
 * EaselJS provides straight forward solutions for working with rich graphics and interactivity with HTML5 Canvas...
 *
 * <h4>Getting Started</h4>
 * To get started with Easel, create a {{#crossLink "Stage"}}{{/crossLink}} that wraps a CANVAS element, and add
 * {{#crossLink "DisplayObject"}}{{/crossLink}} instances as children. EaselJS supports:
 * <ul>
 *      <li>Images using {{#crossLink "Bitmap"}}{{/crossLink}}</li>
 *      <li>Vector graphics using {{#crossLink "Shape"}}{{/crossLink}} and {{#crossLink "Graphics"}}{{/crossLink}}</li>
 *      <li>Animated bitmaps using {{#crossLink "SpriteSheet"}}{{/crossLink}} and {{#crossLink "Sprite"}}{{/crossLink}}</li>
 *      <li>Simple text instances using {{#crossLink "Text"}}{{/crossLink}}</li>
 *      <li>Containers that hold other DisplayObjects using {{#crossLink "Container"}}{{/crossLink}}</li>
 *      <li>Control HTML DOM elements using {{#crossLink "DOMElement"}}{{/crossLink}}</li>
 * </ul>
 *
 * All display objects can be added to the stage as children, or drawn to a canvas directly.
 *
 * <b>User Interactions</b>
 *
 * All display objects on stage (except {{#crossLink "DOMElement"}}{{/crossLink}}) will dispatch events when interacted
 * with using a mouse or touch. EaselJS supports hover, press, and release events, as well as an easy-to-use
 * drag-and-drop model. Check out {{#crossLink "MouseEvent"}}{{/crossLink}} for more information.
 *
 * <h4>Simple Example</h4>
 * This example illustrates how to create and position a {{#crossLink "Shape"}}{{/crossLink}} on the {{#crossLink "Stage"}}{{/crossLink}}
 * using EaselJS' drawing API.
 *
 *	    //Create a stage by getting a reference to the canvas
 *	    stage = new createjs.Stage("demoCanvas");
 *	    //Create a Shape DisplayObject.
 *	    circle = new createjs.Shape();
 *	    circle.graphics.beginFill("red").drawCircle(0, 0, 40);
 *	    //Set position of Shape instance.
 *	    circle.x = circle.y = 50;
 *	    //Add Shape instance to stage display list.
 *	    stage.addChild(circle);
 *	    //Update stage will render next frame
 *	    stage.update();
 *
 * <b>Simple Interaction Example</b>
 *
 *      displayObject.addEventListener("click", handleClick);
 *      function handleClick(event){
 *          // Click happenened
 *      }
 *
 *      displayObject.addEventListener("mousedown", handlePress);
 *      function handlePress(event) {
 *          // A mouse press happened.
 *          // Listen for mouse move while the mouse is down:
 *          event.addEventListener("mousemove", handleMove);
 *      }
 *      function handleMove(event) {
 *          // Check out the DragAndDrop example in GitHub for more
 *      }
 *
 * <b>Simple Animation Example</b>
 *
 * This example moves the shape created in the previous demo across the screen.
 *
 *	    //Update stage will render next frame
 *	    createjs.Ticker.addEventListener("tick", handleTick);
 *
 *	    function handleTick() {
 *          //Circle will move 10 units to the right.
 *	    	circle.x += 10;
 *	    	//Will cause the circle to wrap back
 * 	    	if (circle.x > stage.canvas.width) { circle.x = 0; }
 *	    	stage.update();
 *	    }
 *
 * <h4>Other Features</h4>
 * EaselJS also has built in support for
 * <ul>
 *     <li>Canvas features such as {{#crossLink "Shadow"}}{{/crossLink}} and CompositeOperation</li>
 *     <li>{{#crossLink "Ticker"}}{{/crossLink}}, a global heartbeat that objects can subscribe to</li>
 *     <li>Filters, including a provided {{#crossLink "ColorMatrixFilter"}}{{/crossLink}}, {{#crossLink "AlphaMaskFilter"}}{{/crossLink}},
 *     {{#crossLink "AlphaMapFilter"}}{{/crossLink}}, and {{#crossLink "BlurFilter"}}{{/crossLink}}. See {{#crossLink "Filter"}}{{/crossLink}}
 *     for more information</li>
 *     <li>A {{#crossLink "ButtonHelper"}}{{/crossLink}} utility, to easily create interactive buttons</li>
 *     <li>{{#crossLink "SpriteSheetUtils"}}{{/crossLink}} and a {{#crossLink "SpriteSheetBuilder"}}{{/crossLink}} to
 *     help build and manage {{#crossLink "SpriteSheet"}}{{/crossLink}} functionality at run-time.</li>
 * </ul>
 *
 * <h4>Browser Support</h4>
 * All modern browsers that support Canvas will support EaselJS (<a href="http://caniuse.com/canvas">http://caniuse.com/canvas</a>).
 * Browser performance may vary between platforms, for example, Android Canvas has poor hardware support, and is much
 * slower on average than most other browsers.
 *
 * @module EaselJS
 * @main EaselJS
 */

// namespace:
this.createjs = this.createjs||{};

(function() {
	"use strict";


// constructor:
	/**
	 * DisplayObject is an abstract class that should not be constructed directly. Instead construct subclasses such as
	 * {{#crossLink "Container"}}{{/crossLink}}, {{#crossLink "Bitmap"}}{{/crossLink}}, and {{#crossLink "Shape"}}{{/crossLink}}.
	 * DisplayObject is the base class for all display classes in the EaselJS library. It defines the core properties and
	 * methods that are shared between all display objects, such as transformation properties (x, y, scaleX, scaleY, etc),
	 * caching, and mouse handlers.
	 * @class DisplayObject
	 * @extends EventDispatcher
	 * @constructor
	 **/
	function DisplayObject() {
		this.EventDispatcher_constructor();


	// public properties:
		/**
		 * The alpha (transparency) for this display object. 0 is fully transparent, 1 is fully opaque.
		 * @property alpha
		 * @type {Number}
		 * @default 1
		 **/
		this.alpha = 1;

		/**
		 * If a cache is active, this returns the canvas that holds the image of this display object. See {{#crossLink "DisplayObject/cache:method"}}{{/crossLink}}
		 * for more information. Use this to display the result of a cache. This will be a HTMLCanvasElement unless special cache rules have been deliberately enabled for this cache.
		 * @property cacheCanvas
		 * @type {HTMLCanvasElement | WebGLTexture | Object}
		 * @default null
		 * @readonly
		 **/
		this.cacheCanvas = null;

		/**
		 * If a cache has been made, this returns the class that is managing the cacheCanvas and its properties. See {{#crossLink "BitmapCache"}}{{/crossLink}}
		 * for more information. Use this to control, inspect, and change the cache. In special circumstances this may be a modified or subclassed BitmapCache.
		 * @property bitmapCache
		 * @type {BitmapCache}
		 * @default null
		 * @readonly
		 **/
		this.bitmapCache = null;

		/**
		 * Unique ID for this display object. Makes display objects easier for some uses.
		 * @property id
		 * @type {Number}
		 * @default -1
		 **/
		this.id = createjs.UID.get();

		/**
		 * Indicates whether to include this object when running mouse interactions. Setting this to `false` for children
		 * of a {{#crossLink "Container"}}{{/crossLink}} will cause events on the Container to not fire when that child is
		 * clicked. Setting this property to `false` does not prevent the {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}}
		 * method from returning the child.
		 *
		 * <strong>Note:</strong> In EaselJS 0.7.0, the mouseEnabled property will not work properly with nested Containers. Please
		 * check out the latest NEXT version in <a href="https://github.com/CreateJS/EaselJS/tree/master/lib">GitHub</a> for an updated version with this issue resolved. The fix will be
		 * provided in the next release of EaselJS.
		 * @property mouseEnabled
		 * @type {Boolean}
		 * @default true
		 **/
		this.mouseEnabled = true;

		/**
		 * If false, the tick will not run on this display object (or its children). This can provide some performance benefits.
		 * In addition to preventing the "tick" event from being dispatched, it will also prevent tick related updates
		 * on some display objects (ex. Sprite & MovieClip frame advancing, and DOMElement display properties).
		 * @property tickEnabled
		 * @type Boolean
		 * @default true
		 **/
		this.tickEnabled = true;

		/**
		 * An optional name for this display object. Included in {{#crossLink "DisplayObject/toString"}}{{/crossLink}} . Useful for
		 * debugging.
		 * @property name
		 * @type {String}
		 * @default null
		 **/
		this.name = null;

		/**
		 * A reference to the {{#crossLink "Container"}}{{/crossLink}} or {{#crossLink "Stage"}}{{/crossLink}} object that
		 * contains this display object, or null if it has not been added
		 * to one.
		 * @property parent
		 * @final
		 * @type {Container}
		 * @default null
		 * @readonly
		 **/
		this.parent = null;

		/**
		 * The left offset for this display object's registration point. For example, to make a 100x100px Bitmap rotate
		 * around its center, you would set regX and {{#crossLink "DisplayObject/regY:property"}}{{/crossLink}} to 50.
		 * Cached object's registration points should be set based on pre-cache conditions, not cached size.
		 * @property regX
		 * @type {Number}
		 * @default 0
		 **/
		this.regX = 0;

		/**
		 * The y offset for this display object's registration point. For example, to make a 100x100px Bitmap rotate around
		 * its center, you would set {{#crossLink "DisplayObject/regX:property"}}{{/crossLink}} and regY to 50.
		 * Cached object's registration points should be set based on pre-cache conditions, not cached size.
		 * @property regY
		 * @type {Number}
		 * @default 0
		 **/
		this.regY = 0;

		/**
		 * The rotation in degrees for this display object.
		 * @property rotation
		 * @type {Number}
		 * @default 0
		 **/
		this.rotation = 0;

		/**
		 * The factor to stretch this display object horizontally. For example, setting scaleX to 2 will stretch the display
		 * object to twice its nominal width. To horizontally flip an object, set the scale to a negative number.
		 * @property scaleX
		 * @type {Number}
		 * @default 1
		 **/
		this.scaleX = 1;

		/**
		 * The factor to stretch this display object vertically. For example, setting scaleY to 0.5 will stretch the display
		 * object to half its nominal height. To vertically flip an object, set the scale to a negative number.
		 * @property scaleY
		 * @type {Number}
		 * @default 1
		 **/
		this.scaleY = 1;

		/**
		 * The factor to skew this display object horizontally.
		 * @property skewX
		 * @type {Number}
		 * @default 0
		 **/
		this.skewX = 0;

		/**
		 * The factor to skew this display object vertically.
		 * @property skewY
		 * @type {Number}
		 * @default 0
		 **/
		this.skewY = 0;

		/**
		 * A shadow object that defines the shadow to render on this display object. Set to `null` to remove a shadow. If
		 * null, this property is inherited from the parent container.
		 * @property shadow
		 * @type {Shadow}
		 * @default null
		 **/
		this.shadow = null;

		/**
		 * Indicates whether this display object should be rendered to the canvas and included when running the Stage
		 * {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}} method.
		 * @property visible
		 * @type {Boolean}
		 * @default true
		 **/
		this.visible = true;

		/**
		 * The x (horizontal) position of the display object, relative to its parent.
		 * @property x
		 * @type {Number}
		 * @default 0
		 **/
		this.x = 0;

		/** 
		 * The y (vertical) position of the display object, relative to its parent.
		 * @property y
		 * @type {Number}
		 * @default 0
		 **/
		this.y = 0;

		/**
		 * If set, defines the transformation for this display object, overriding all other transformation properties
		 * (x, y, rotation, scale, skew).
		 * @property transformMatrix
		 * @type {Matrix2D}
		 * @default null
		 **/
		this.transformMatrix = null;

		/**
		 * The composite operation indicates how the pixels of this display object will be composited with the elements
		 * behind it. If `null`, this property is inherited from the parent container. For more information, read the
		 * <a href="https://html.spec.whatwg.org/multipage/scripting.html#dom-context-2d-globalcompositeoperation">
		 * whatwg spec on compositing</a>. For a list of supported compositeOperation value, visit
		 * <a href="https://drafts.fxtf.org/compositing/">the W3C draft on Compositing and Blending</a>.
		 * @property compositeOperation
		 * @type {String}
		 * @default null
		 **/
		this.compositeOperation = null;

		/**
		 * Indicates whether the display object should be drawn to a whole pixel when
		 * {{#crossLink "Stage/snapToPixelEnabled:property"}}{{/crossLink}} is true. To enable/disable snapping on whole
		 * categories of display objects, set this value on the prototype (Ex. Text.prototype.snapToPixel = true).
		 * @property snapToPixel
		 * @type {Boolean}
		 * @default true
		 **/
		this.snapToPixel = true;

		/**
		 * An array of Filter objects to apply to this display object. Filters are only applied / updated when {{#crossLink "cache"}}{{/crossLink}}
		 * or {{#crossLink "updateCache"}}{{/crossLink}} is called on the display object, and only apply to the area that is
		 * cached.
		 * @property filters
		 * @type {Array}
		 * @default null
		 **/
		this.filters = null;

		/**
		 * A Shape instance that defines a vector mask (clipping path) for this display object.  The shape's transformation
		 * will be applied relative to the display object's parent coordinates (as if it were a child of the parent).
		 * @property mask
		 * @type {Shape}
		 * @default null
		 */
		this.mask = null;

		/**
		 * A display object that will be tested when checking mouse interactions or testing {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}}.
		 * The hit area will have its transformation applied relative to this display object's coordinate space (as though
		 * the hit test object were a child of this display object and relative to its regX/Y). The hitArea will be tested
		 * using only its own `alpha` value regardless of the alpha value on the target display object, or the target's
		 * ancestors (parents).
		 * 
		 * If set on a {{#crossLink "Container"}}{{/crossLink}}, children of the Container will not receive mouse events.
		 * This is similar to setting {{#crossLink "mouseChildren"}}{{/crossLink}} to false.
		 *
		 * Note that hitArea is NOT currently used by the `hitTest()` method, nor is it supported for {{#crossLink "Stage"}}{{/crossLink}}.
		 * @property hitArea
		 * @type {DisplayObject}
		 * @default null
		 */
		this.hitArea = null;

		/**
		 * A CSS cursor (ex. "pointer", "help", "text", etc) that will be displayed when the user hovers over this display
		 * object. You must enable mouseover events using the {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}} method to
		 * use this property. Setting a non-null cursor on a Container will override the cursor set on its descendants.
		 * @property cursor
		 * @type {String}
		 * @default null
		 */
		this.cursor = null;


	// private properties:
		/**
		 * Moved to {{#crossLink "BitmapCache"}}{{/crossLink}}
		 * @property _cacheScale
		 * @protected
		 * @type {Number}
		 * @default 1
		 * @deprecated
		 **/

		/**
		 * Moved to {{#crossLink "BitmapCache"}}{{/crossLink}}
		 * @property _cacheDataURLID
		 * @protected
		 * @type {Number}
		 * @default 0
		 * @deprecated
		 */

		/**
		 * Moved to {{#crossLink "BitmapCache"}}{{/crossLink}}
		 * @property _cacheDataURL
		 * @protected
		 * @type {String}
		 * @default null
		 * @deprecated
		 */

		/**
		 * @property _props
		 * @protected
		 * @type {DisplayObject}
		 * @default null
		 **/
		this._props = new createjs.DisplayProps();

		/**
		 * @property _rectangle
		 * @protected
		 * @type {Rectangle}
		 * @default null
		 **/
		this._rectangle = new createjs.Rectangle();

		/**
		 * @property _bounds
		 * @protected
		 * @type {Rectangle}
		 * @default null
		 **/
		this._bounds = null;

		/**
		 * Where StageGL should look for required display properties, matters only for leaf display objects. Containers
		 * or cached objects won't use this property, it's for native display of terminal elements.
		 * @property _webGLRenderStyle
		 * @protected
		 * @type {number}
		 * @default 0
		 */
		this._webGLRenderStyle = DisplayObject._StageGL_NONE;

		/**
		 * Storage for the calculated position of an object in StageGL. If not using StageGL, you can null it to save memory.
		 * @property _glMtx
		 * @protected
		 * @type {Matrix2D}
		 * @default null
		 */
		this._glMtx = new createjs.Matrix2D();
	}
	var p = createjs.extend(DisplayObject, createjs.EventDispatcher);

// static properties:
	/**
	 * Listing of mouse event names. Used in _hasMouseEventListener.
	 * @property _MOUSE_EVENTS
	 * @protected
	 * @static
	 * @type {Array}
	 **/
	DisplayObject._MOUSE_EVENTS = ["click","dblclick","mousedown","mouseout","mouseover","pressmove","pressup","rollout","rollover"];

	/**
	 * Suppresses errors generated when using features like hitTest, mouse events, and {{#crossLink "getObjectsUnderPoint"}}{{/crossLink}}
	 * with cross domain content.
	 * @property suppressCrossDomainErrors
	 * @static
	 * @type {Boolean}
	 * @default false
	 **/
	DisplayObject.suppressCrossDomainErrors = false;

	/**
	 * @property _snapToPixelEnabled
	 * @protected
	 * @static
	 * @type {Boolean}
	 * @default false
	 **/
	DisplayObject._snapToPixelEnabled = false; // stage.snapToPixelEnabled is temporarily copied here during a draw to provide global access.

	/**
	 * Enum like property for determining StageGL render lookup, i.e. where to expect properties.
	 * @property _StageGL_NONE
	 * @protected
	 * @static
	 * @type {number}
	 */
	DisplayObject._StageGL_NONE = 0;

	/**
	 * Enum like property for determining StageGL render lookup, i.e. where to expect properties.
	 * @property _StageGL_SPRITE
	 * @protected
	 * @static
	 * @type {number}
	 */
	DisplayObject._StageGL_SPRITE = 1;

	/**
	 * Enum like property for determining StageGL render lookup, i.e. where to expect properties.
	 * @property _StageGL_BITMAP
	 * @protected
	 * @static
	 * @type {number}
	 */
	DisplayObject._StageGL_BITMAP = 2;

	/**
	 * @property _hitTestCanvas
	 * @type {HTMLCanvasElement | Object}
	 * @static
	 * @protected
	 **/
	/**
	 * @property _hitTestContext
	 * @type {CanvasRenderingContext2D}
	 * @static
	 * @protected
	 **/
	var canvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"); // prevent errors on load in browsers without canvas.
	if (canvas.getContext) {
		DisplayObject._hitTestCanvas = canvas;
		DisplayObject._hitTestContext = canvas.getContext("2d");
		canvas.width = canvas.height = 1;
	}

// events:
	/**
	 * Dispatched when the user presses their left mouse button over the display object. See the 
	 * {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
	 * @event mousedown
	 * @since 0.6.0
	 */

	/**
	 * Dispatched when the user presses their left mouse button and then releases it while over the display object.
	 * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
	 * @event click
	 * @since 0.6.0
	 */

	/**
	 * Dispatched when the user double clicks their left mouse button over this display object.
	 * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
	 * @event dblclick
	 * @since 0.6.0
	 */

	/**
	 * Dispatched when the user's mouse enters this display object. This event must be enabled using 
	 * {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}. See also {{#crossLink "DisplayObject/rollover:event"}}{{/crossLink}}.
	 * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
	 * @event mouseover
	 * @since 0.6.0
	 */

	/**
	 * Dispatched when the user's mouse leaves this display object. This event must be enabled using 
	 * {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}. See also {{#crossLink "DisplayObject/rollout:event"}}{{/crossLink}}.
	 * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
	 * @event mouseout
	 * @since 0.6.0
	 */

	/**
	 * This event is similar to {{#crossLink "DisplayObject/mouseover:event"}}{{/crossLink}}, with the following
	 * differences: it does not bubble, and it considers {{#crossLink "Container"}}{{/crossLink}} instances as an
	 * aggregate of their content.
	 * 
	 * For example, myContainer contains two overlapping children: shapeA and shapeB. The user moves their mouse over
	 * shapeA and then directly on to shapeB. With a listener for {{#crossLink "mouseover:event"}}{{/crossLink}} on
	 * myContainer, two events would be received, each targeting a child element:
	 * <OL>
	 * 		<LI>when the mouse enters shapeA (target=shapeA)</LI>
	 * 		<LI>when the mouse enters shapeB (target=shapeB)</LI>
	 * </OL>
	 * However, with a listener for "rollover" instead, only a single event is received when the mouse first enters
	 * the aggregate myContainer content (target=myContainer).
	 * 
	 * This event must be enabled using {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}.
	 * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
	 * @event rollover
	 * @since 0.7.0
	 */

	/**
	 * This event is similar to {{#crossLink "DisplayObject/mouseout:event"}}{{/crossLink}}, with the following
	 * differences: it does not bubble, and it considers {{#crossLink "Container"}}{{/crossLink}} instances as an
	 * aggregate of their content.
	 * 
	 * For example, myContainer contains two overlapping children: shapeA and shapeB. The user moves their mouse over
	 * shapeA, then directly on to shapeB, then off both. With a listener for {{#crossLink "mouseout:event"}}{{/crossLink}}
	 * on myContainer, two events would be received, each targeting a child element:
	 * <OL>
	 * 		<LI>when the mouse leaves shapeA (target=shapeA)</LI>
	 * 		<LI>when the mouse leaves shapeB (target=shapeB)</LI>
	 * </OL>
	 * However, with a listener for "rollout" instead, only a single event is received when the mouse leaves
	 * the aggregate myContainer content (target=myContainer).
	 * 
	 * This event must be enabled using {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}.
	 * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
	 * @event rollout
	 * @since 0.7.0
	 */

	/**
	 * After a {{#crossLink "DisplayObject/mousedown:event"}}{{/crossLink}} occurs on a display object, a pressmove
	 * event will be generated on that object whenever the mouse moves until the mouse press is released. This can be
	 * useful for dragging and similar operations.
	 *
	 * **Please note** that if the initial mouse target from a `mousedown` event is removed from the stage after being pressed
	 * (e.g. during a `pressmove` event), a `pressmove` event is still generated. However since it is no longer in the
	 * display list, the event can not bubble. This means that previous ancestors (parent containers) will not receive
	 * the event, and therefore can not re-dispatch it. If you intend to listen for `{{#crossLink "DisplayObject/pressup:event"}}{{/crossLink}}`
	 * or `pressmove` on a dynamic object (such as a {{#crossLink "MovieClip"}}{{/crossLink}} or {{#crossLink "Container"}}{{/crossLink}}),
	 * then ensure you set {{#crossLink "Container/mouseChildren:property"}}{{/crossLink}} to `false`.
	 * @event pressmove
	 * @since 0.7.0
	 */

	/**
	 * After a {{#crossLink "DisplayObject/mousedown:event"}}{{/crossLink}} occurs on a display object, a pressup event
	 * will be generated on that object when that mouse press is released. This can be useful for dragging and similar
	 * operations.
	 *
	 * **Please note** that if the initial mouse target from a `mousedown` event is removed from the stage after being pressed
	 * (e.g. during a `pressmove` event), a `pressup` event is still generated. However since it is no longer in the
	 * display list, the event can not bubble. This means that previous ancestors (parent containers) will not receive
	 * the event, and therefore can not re-dispatch it. If you intend to listen for `{{#crossLink "DisplayObject/pressmove:event"}}{{/crossLink}}`
	 * or `pressup` on a dynamic object (such as a {{#crossLink "MovieClip"}}{{/crossLink}} or {{#crossLink "Container"}}{{/crossLink}}),
	 * then ensure you set {{#crossLink "Container/mouseChildren:property"}}{{/crossLink}} to `false`.
	 * @event pressup
	 * @since 0.7.0
	 */

	/**
	 * Dispatched when the display object is added to a parent container.
	 * @event added
	 */

	/**
	 * Dispatched when the display object is removed from its parent container.
	 * @event removed
	 */

	/**
	 * Dispatched on each display object on a stage whenever the stage updates. This occurs immediately before the
	 * rendering (draw) pass. When {{#crossLink "Stage/update"}}{{/crossLink}} is called, first all display objects on
	 * the stage dispatch the tick event, then all of the display objects are drawn to stage. Children will have their
	 * {{#crossLink "tick:event"}}{{/crossLink}} event dispatched in order of their depth prior to the event being
	 * dispatched on their parent.
	 * @event tick
	 * @param {Object} target The object that dispatched the event.
	 * @param {String} type The event type.
	 * @param {Array} params An array containing any arguments that were passed to the Stage.update() method. For
	 *      example if you called stage.update("hello"), then the params would be ["hello"].
	 * @since 0.6.0
	 */


// getter / setters:
	/**
	 * Use the {{#crossLink "DisplayObject/stage:property"}}{{/crossLink}} property instead.
	 * @method _getStage
	 * @protected
	 * @return {Stage}
	 **/
	p._getStage = function() {
		// uses dynamic access to avoid circular dependencies;
		var o = this, _Stage = createjs["Stage"];
		while (o.parent) { o = o.parent; }
		if (o instanceof _Stage) { return o; }
		return null;
	};

	/**
	 * Use the {{#crossLink "DisplayObject/stage:property"}}{{/crossLink}} property instead.
	 * @method getStage
	 * @deprecated
	 */
	// DisplayObject.getStage is @deprecated. Remove for 1.1+
	p.getStage = createjs.deprecate(p._getStage, "DisplayObject.getStage");

	/**
	 * Returns the Stage instance that this display object will be rendered on, or null if it has not been added to one.
	 * @property stage
	 * @type {Stage}
	 * @readonly
	 **/

	/**
	 * Returns an ID number that uniquely identifies the current cache for this display object. This can be used to
	 * determine if the cache has changed since a previous check.
	 * Moved to {{#crossLink "BitmapCache"}}{{/crossLink}}
	 * @property cacheID
	 * @deprecated
	 * @type {Number}
	 * @default 0
	 */

	/**
	 * Set both the {{#crossLink "DisplayObject/scaleX:property"}}{{/crossLink}} and the {{#crossLink "DisplayObject/scaleY:property"}}{{/crossLink}}
	 * property to the same value. Note that when you get the value, if the `scaleX` and `scaleY` are different values,
	 * it will return only the `scaleX`.
	 * @property scale
	 * @type {Number}
	 * @default 1
	 */
	try {
		Object.defineProperties(p, {
			stage: { get: p._getStage },
			cacheID: {
				get: function(){ return this.bitmapCache && this.bitmapCache.cacheID },
				set: function(a){ this.bitmapCache && (this.bitmapCache.cacheID = a) }
			},
			scale: {
				get: function() { return this.scaleX; },
				set: function(scale) { this.scaleX = this.scaleY = scale; }
			}
		});
	} catch (e) {}


// public methods:
	/**
	 * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
	 * This does not account for whether it would be visible within the boundaries of the stage.
	 *
	 * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
	 * @method isVisible
	 * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
	 **/
	p.isVisible = function() {
		return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0);
	};

	/**
	 * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
	 * Returns `true` if the draw was handled (useful for overriding functionality).
	 *
	 * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
	 * @method draw
	 * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
	 * @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache. For example,
	 * used for drawing the cache (to prevent it from simply drawing an existing cache back into itself).
	 * @return {Boolean}
	 **/
	p.draw = function(ctx, ignoreCache) {
		var cache = this.bitmapCache;
		if (cache && !ignoreCache) {
			return cache.draw(ctx);
		}
		return false;
	};

	/**
	 * Applies this display object's transformation, alpha, globalCompositeOperation, clipping path (mask), and shadow
	 * to the specified context. This is typically called prior to {{#crossLink "DisplayObject/draw"}}{{/crossLink}}.
	 * @method updateContext
	 * @param {CanvasRenderingContext2D} ctx The canvas 2D to update.
	 **/
	p.updateContext = function(ctx) {
		var o=this, mask=o.mask, mtx= o._props.matrix;
		
		if (mask && mask.graphics && !mask.graphics.isEmpty()) {
			mask.getMatrix(mtx);
			ctx.transform(mtx.a,  mtx.b, mtx.c, mtx.d, mtx.tx, mtx.ty);
			
			mask.graphics.drawAsPath(ctx);
			ctx.clip();
			
			mtx.invert();
			ctx.transform(mtx.a,  mtx.b, mtx.c, mtx.d, mtx.tx, mtx.ty);
		}
		
		this.getMatrix(mtx);
		var tx = mtx.tx, ty = mtx.ty;
		if (DisplayObject._snapToPixelEnabled && o.snapToPixel) {
			tx = tx + (tx < 0 ? -0.5 : 0.5) | 0;
			ty = ty + (ty < 0 ? -0.5 : 0.5) | 0;
		}
		ctx.transform(mtx.a,  mtx.b, mtx.c, mtx.d, tx, ty);
		ctx.globalAlpha *= o.alpha;
		if (o.compositeOperation) { ctx.globalCompositeOperation = o.compositeOperation; }
		if (o.shadow) { this._applyShadow(ctx, o.shadow); }
	};

	/**
	 * Draws the display object into a new element, which is then used for subsequent draws. Intended for complex content
	 * that does not change frequently (ex. a Container with many children that do not move, or a complex vector Shape),
	 * this can provide for much faster rendering because the content does not need to be re-rendered each tick. The
	 * cached display object can be moved, rotated, faded, etc freely, however if its content changes, you must manually
	 * update the cache by calling `updateCache()` again. You must specify the cached area via the x, y, w, and h
	 * parameters. This defines the rectangle that will be rendered and cached using this display object's coordinates.
	 *
	 * <h4>Example</h4>
	 * For example if you defined a Shape that drew a circle at 0, 0 with a radius of 25:
	 *
	 *      var shape = new createjs.Shape();
	 *      shape.graphics.beginFill("#ff0000").drawCircle(0, 0, 25);
	 *      shape.cache(-25, -25, 50, 50);
	 *
	 * Note that filters need to be defined <em>before</em> the cache is applied or you will have to call updateCache after
	 * application. Check out the {{#crossLink "Filter"}}{{/crossLink}} class for more information. Some filters
	 * (ex. BlurFilter) may not work as expected in conjunction with the scale param.
	 * 
	 * Usually, the resulting cacheCanvas will have the dimensions width * scale, height * scale, however some filters (ex. BlurFilter)
	 * will add padding to the canvas dimensions.
	 *
	 * In previous versions caching was handled on DisplayObject but has since been moved to {{#crossLink "BitmapCache"}}{{/crossLink}}.
	 * This allows for easier interaction and alternate cache methods like WebGL with {{#crossLink "StageGL"}}{{/crossLink}}.
	 * For more information on the options object, see the BitmapCache {{#crossLink "BitmapCache/define"}}{{/crossLink}}.
	 *
	 * @method cache
	 * @param {Number} x The x coordinate origin for the cache region.
	 * @param {Number} y The y coordinate origin for the cache region.
	 * @param {Number} width The width of the cache region.
	 * @param {Number} height The height of the cache region.
	 * @param {Number} [scale=1] The scale at which the cache will be created. For example, if you cache a vector shape using
	 * 	myShape.cache(0,0,100,100,2) then the resulting cacheCanvas will be 200x200 px. This lets you scale and rotate
	 * 	cached elements with greater fidelity. Default is 1.
	 * @param {Object} [options=undefined] Specify additional parameters for the cache logic
	 **/
	p.cache = function(x, y, width, height, scale, options) {
		if (!this.bitmapCache){
			this.bitmapCache = new createjs.BitmapCache();
		} else {
			this.bitmapCache._autoGenerated = false;
		}
		this.bitmapCache.define(this, x, y, width, height, scale, options);
	};

	/**
	 * Redraws the display object to its cache. Calling updateCache without an active cache will throw an error.
	 * If compositeOperation is null the current cache will be cleared prior to drawing. Otherwise the display object
	 * will be drawn over the existing cache using the specified compositeOperation.
	 *
	 * <h4>Example</h4>
	 * Clear the current graphics of a cached shape, draw some new instructions, and then update the cache. The new line
	 * will be drawn on top of the old one.
	 *
	 *      // Not shown: Creating the shape, and caching it.
	 *      shapeInstance.clear();
	 *      shapeInstance.setStrokeStyle(3).beginStroke("#ff0000").moveTo(100, 100).lineTo(200,200);
	 *      shapeInstance.updateCache();
	 *
	 * In previous versions caching was handled on DisplayObject but has since been moved to {{#crossLink "BitmapCache"}}{{/crossLink}}.
	 * This allows for easier interaction and alternate cache methods like WebGL and {{#crossLink "StageGL"}}{{/crossLink}}.
	 *
	 * @method updateCache
	 * @param {String} compositeOperation The compositeOperation to use, or null to clear the cache and redraw it.
	 * <a href="https://html.spec.whatwg.org/multipage/scripting.html#dom-context-2d-globalcompositeoperation">
	 * whatwg spec on compositing</a>.
	 **/
	p.updateCache = function(compositeOperation) {
		if (!this.bitmapCache) {
			throw "cache() must be called before updateCache()";
		}
		this.bitmapCache.update(compositeOperation);
	};

	/**
	 * Clears the current cache. See {{#crossLink "DisplayObject/cache"}}{{/crossLink}} for more information.
	 * @method uncache
	 **/
	p.uncache = function() {
		if (this.bitmapCache) {
			this.bitmapCache.release();
			this.bitmapCache = undefined;
		}
	};

	/**
	 * Returns a data URL for the cache, or null if this display object is not cached.
	 * Only generated if the cache has changed, otherwise returns last result.
	 * @method getCacheDataURL
	 * @return {String} The image data url for the cache.
	 **/
	p.getCacheDataURL = function(type, encoderOptions) {
		return this.bitmapCache?this.bitmapCache.getCacheDataURL(type, encoderOptions):null;
	};

	/**
	 * Transforms the specified x and y position from the coordinate space of the display object
	 * to the global (stage) coordinate space. For example, this could be used to position an HTML label
	 * over a specific point on a nested display object. Returns a Point instance with x and y properties
	 * correlating to the transformed coordinates on the stage.
	 *
	 * <h4>Example</h4>
	 *
	 *      displayObject.x = 300;
	 *      displayObject.y = 200;
	 *      stage.addChild(displayObject);
	 *      var point = displayObject.localToGlobal(100, 100);
	 *      // Results in x=400, y=300
	 *
	 * @method localToGlobal
	 * @param {Number} x The x position in the source display object to transform.
	 * @param {Number} y The y position in the source display object to transform.
	 * @param {Point | Object} [pt] An object to copy the result into. If omitted a new Point object with x/y properties will be returned. 
	 * @return {Point} A Point instance with x and y properties correlating to the transformed coordinates
	 * on the stage.
	 **/
	p.localToGlobal = function(x, y, pt) {
		return this.getConcatenatedMatrix(this._props.matrix).transformPoint(x,y, pt||new createjs.Point());
	};

	/**
	 * Transforms the specified x and y position from the global (stage) coordinate space to the
	 * coordinate space of the display object. For example, this could be used to determine
	 * the current mouse position within the display object. Returns a Point instance with x and y properties
	 * correlating to the transformed position in the display object's coordinate space.
	 *
	 * <h4>Example</h4>
	 *
	 *      displayObject.x = 300;
	 *      displayObject.y = 200;
	 *      stage.addChild(displayObject);
	 *      var point = displayObject.globalToLocal(100, 100);
	 *      // Results in x=-200, y=-100
	 *
	 * @method globalToLocal
	 * @param {Number} x The x position on the stage to transform.
	 * @param {Number} y The y position on the stage to transform.
	 * @param {Point | Object} [pt] An object to copy the result into. If omitted a new Point object with x/y properties will be returned. 
	 * @return {Point} A Point instance with x and y properties correlating to the transformed position in the
	 * display object's coordinate space.
	 **/
	p.globalToLocal = function(x, y, pt) {
		return this.getConcatenatedMatrix(this._props.matrix).invert().transformPoint(x,y, pt||new createjs.Point());
	};

	/**
	 * Transforms the specified x and y position from the coordinate space of this display object to the coordinate
	 * space of the target display object. Returns a Point instance with x and y properties correlating to the
	 * transformed position in the target's coordinate space. Effectively the same as using the following code with
	 * {{#crossLink "DisplayObject/localToGlobal"}}{{/crossLink}} and {{#crossLink "DisplayObject/globalToLocal"}}{{/crossLink}}.
	 *
	 *      var pt = this.localToGlobal(x, y);
	 *      pt = target.globalToLocal(pt.x, pt.y);
	 *
	 * @method localToLocal
	 * @param {Number} x The x position in the source display object to transform.
	 * @param {Number} y The y position on the source display object to transform.
	 * @param {DisplayObject} target The target display object to which the coordinates will be transformed.
	 * @param {Point | Object} [pt] An object to copy the result into. If omitted a new Point object with x/y properties will be returned. 
	 * @return {Point} Returns a Point instance with x and y properties correlating to the transformed position
	 * in the target's coordinate space.
	 **/
	p.localToLocal = function(x, y, target, pt) {
		pt = this.localToGlobal(x, y, pt);
		return target.globalToLocal(pt.x, pt.y, pt);
	};

	/**
	 * Shortcut method to quickly set the transform properties on the display object. All parameters are optional.
	 * Omitted parameters will have the default value set.
	 *
	 * <h4>Example</h4>
	 *
	 *      displayObject.setTransform(100, 100, 2, 2);
	 *
	 * @method setTransform
	 * @param {Number} [x=0] The horizontal translation (x position) in pixels
	 * @param {Number} [y=0] The vertical translation (y position) in pixels
	 * @param {Number} [scaleX=1] The horizontal scale, as a percentage of 1
	 * @param {Number} [scaleY=1] the vertical scale, as a percentage of 1
	 * @param {Number} [rotation=0] The rotation, in degrees
	 * @param {Number} [skewX=0] The horizontal skew factor
	 * @param {Number} [skewY=0] The vertical skew factor
	 * @param {Number} [regX=0] The horizontal registration point in pixels
	 * @param {Number} [regY=0] The vertical registration point in pixels
	 * @return {DisplayObject} Returns this instance. Useful for chaining commands.
	 * @chainable
	*/
	p.setTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, regX, regY) {
		this.x = x || 0;
		this.y = y || 0;
		this.scaleX = scaleX == null ? 1 : scaleX;
		this.scaleY = scaleY == null ? 1 : scaleY;
		this.rotation = rotation || 0;
		this.skewX = skewX || 0;
		this.skewY = skewY || 0;
		this.regX = regX || 0;
		this.regY = regY || 0;
		return this;
	};

	/**
	 * Returns a matrix based on this object's current transform.
	 * @method getMatrix
	 * @param {Matrix2D} matrix Optional. A Matrix2D object to populate with the calculated values. If null, a new
	 * Matrix object is returned.
	 * @return {Matrix2D} A matrix representing this display object's transform.
	 **/
	p.getMatrix = function(matrix) {
		var o = this, mtx = matrix || new createjs.Matrix2D();
		return o.transformMatrix ?  mtx.copy(o.transformMatrix) :
			(mtx.identity() && mtx.appendTransform(o.x, o.y, o.scaleX, o.scaleY, o.rotation, o.skewX, o.skewY, o.regX, o.regY));
	};

	/**
	 * Generates a Matrix2D object representing the combined transform of the display object and all of its
	 * parent Containers up to the highest level ancestor (usually the {{#crossLink "Stage"}}{{/crossLink}}). This can
	 * be used to transform positions between coordinate spaces, such as with {{#crossLink "DisplayObject/localToGlobal"}}{{/crossLink}}
	 * and {{#crossLink "DisplayObject/globalToLocal"}}{{/crossLink}}.
	 * @method getConcatenatedMatrix
	 * @param {Matrix2D} [matrix] A {{#crossLink "Matrix2D"}}{{/crossLink}} object to populate with the calculated values.
	 * If null, a new Matrix2D object is returned.
	 * @return {Matrix2D} The combined matrix.
	 **/
	p.getConcatenatedMatrix = function(matrix) {
		var o = this, mtx = this.getMatrix(matrix);
		while (o = o.parent) {
			mtx.prependMatrix(o.getMatrix(o._props.matrix));
		}
		return mtx;
	};

	/**
	 * Generates a DisplayProps object representing the combined display properties of the  object and all of its
	 * parent Containers up to the highest level ancestor (usually the {{#crossLink "Stage"}}{{/crossLink}}).
	 * @method getConcatenatedDisplayProps
	 * @param {DisplayProps} [props] A {{#crossLink "DisplayProps"}}{{/crossLink}} object to populate with the calculated values.
	 * If null, a new DisplayProps object is returned.
	 * @return {DisplayProps} The combined display properties.
	 **/
	p.getConcatenatedDisplayProps = function(props) {
		props = props ? props.identity() : new createjs.DisplayProps();
		var o = this, mtx = o.getMatrix(props.matrix); 
		do {
			props.prepend(o.visible, o.alpha, o.shadow, o.compositeOperation);
			
			// we do this to avoid problems with the matrix being used for both operations when o._props.matrix is passed in as the props param.
			// this could be simplified (ie. just done as part of the prepend above) if we switched to using a pool.
			if (o != this) { mtx.prependMatrix(o.getMatrix(o._props.matrix)); }
		} while (o = o.parent);
		return props;
	};

	/**
	 * Tests whether the display object intersects the specified point in local coordinates (ie. draws a pixel with alpha > 0 at
	 * the specified position). This ignores the alpha, shadow, hitArea, mask, and compositeOperation of the display object.
	 *
	 * <h4>Example</h4>
	 *
	 *      stage.addEventListener("stagemousedown", handleMouseDown);
	 *      function handleMouseDown(event) {
	 *          var hit = myShape.hitTest(event.stageX, event.stageY);
	 *      }
	 *
	 * Please note that shape-to-shape collision is not currently supported by EaselJS.
	 * @method hitTest
	 * @param {Number} x The x position to check in the display object's local coordinates.
	 * @param {Number} y The y position to check in the display object's local coordinates.
	 * @return {Boolean} A Boolean indicating whether a visible portion of the DisplayObject intersect the specified
	 * local Point.
	*/
	p.hitTest = function(x, y) {
		var ctx = DisplayObject._hitTestContext;
		ctx.setTransform(1, 0, 0, 1, -x, -y);
		// hit tests occur in a 2D context, so don't attempt to draw a GL only Texture into a 2D context
		this.draw(ctx, !(this.bitmapCache && !(this.bitmapCache._cacheCanvas instanceof WebGLTexture) ));

		var hit = this._testHit(ctx);
		ctx.setTransform(1, 0, 0, 1, 0, 0);
		ctx.clearRect(0, 0, 2, 2);
		return hit;
	};

	/**
	 * Provides a chainable shortcut method for setting a number of properties on the instance.
	 *
	 * <h4>Example</h4>
	 *
	 *      var myGraphics = new createjs.Graphics().beginFill("#ff0000").drawCircle(0, 0, 25);
	 *      var shape = stage.addChild(new Shape()).set({graphics:myGraphics, x:100, y:100, alpha:0.5});
	 *
	 * @method set
	 * @param {Object} props A generic object containing properties to copy to the DisplayObject instance.
	 * @return {DisplayObject} Returns the instance the method is called on (useful for chaining calls.)
	 * @chainable
	*/
	p.set = function(props) {
		for (var n in props) { this[n] = props[n]; }
		return this;
	};

	/**
	 * Returns a rectangle representing this object's bounds in its local coordinate system (ie. with no transformation).
	 * Objects that have been cached will return the bounds of the cache.
	 * 
	 * Not all display objects can calculate their own bounds (ex. Shape). For these objects, you can use 
	 * {{#crossLink "DisplayObject/setBounds"}}{{/crossLink}} so that they are included when calculating Container
	 * bounds.
	 * 
	 * <table>
	 * 	<tr><td><b>All</b></td><td>
	 * 		All display objects support setting bounds manually using setBounds(). Likewise, as of v1.0.2, display 
	 * 		objects that have been cached using cache() will return the bounds of their cache. Manual and cache bounds 
	 * 		will override the automatic calculations listed below.
	 * 	</td></tr>
	 * 	<tr><td><b>Bitmap</b></td><td>
	 * 		Returns the width and height of the {{#crossLink "Bitmap/sourceRect"}}{{/crossLink}} (if specified) or image,
	 * 		extending from (x=0,y=0).
	 * 	</td></tr>
	 * 	<tr><td><b>Sprite</b></td><td>
	 * 		Returns the bounds of the current frame. May have non-zero x/y if a frame registration point was specified
	 * 		in the spritesheet data. See also {{#crossLink "SpriteSheet/getFrameBounds"}}{{/crossLink}}
	 * 	</td></tr>
	 * 	<tr><td><b>Container</b></td><td>
	 * 		Returns the aggregate (combined) bounds of all children that return a non-null value from `getBounds()`.
	 * 	</td></tr>
	 * 	<tr><td><b>Shape</b></td><td>
	 * 		Does not currently support automatic bounds calculations. Use `setBounds()` to manually define bounds.
	 * 	</td></tr>
	 * 	<tr><td><b>Text</b></td><td>
	 * 		Returns approximate bounds. Horizontal values (x/width) are quite accurate, but vertical values (y/height)
	 * 		are not, especially when using {{#crossLink "Text/textBaseline:property"}}{{/crossLink}} values other than "top".
	 * 	</td></tr>
	 * 	<tr><td><b>BitmapText</b></td><td>
	 * 		Returns approximate bounds. Values will be more accurate if spritesheet frame registration points are close
	 * 		to (x=0,y=0).
	 * 	</td></tr>
	* </table>
	 * 
	 * Bounds can be expensive to calculate for some objects (ex. text, or containers with many children), and
	 * are recalculated each time you call getBounds(). You can prevent recalculation on static objects by setting the
	 * bounds explicitly:
	 * 
	 * 	var bounds = obj.getBounds();
	 * 	obj.setBounds(bounds.x, bounds.y, bounds.width, bounds.height);
	 * 	// getBounds will now use the set values, instead of recalculating
	 * 
	 * To reduce memory impact, the returned Rectangle instance may be reused internally; clone the instance or copy its
	 * values if you need to retain it.
	 * 
	 * 	var myBounds = obj.getBounds().clone();
	 * 	// OR:
	 * 	myRect.copy(obj.getBounds());
	 * 
	 * @method getBounds
	 * @return {Rectangle} A Rectangle instance representing the bounds, or null if bounds are not available for this
	 * object.
	 **/
	p.getBounds = function() {
		if (this._bounds) { return this._rectangle.copy(this._bounds); }
		var cache = this.bitmapCache;
		if (cache && this.cacheCanvas) {
			return cache.getBounds();
		}
		return null;
	};

	/**
	 * Returns a rectangle representing this object's bounds in its parent's coordinate system (ie. with transformations applied).
	 * Objects that have been cached will return the transformed bounds of the cache.
	 * 
	 * Not all display objects can calculate their own bounds (ex. Shape). For these objects, you can use 
	 * {{#crossLink "DisplayObject/setBounds"}}{{/crossLink}} so that they are included when calculating Container
	 * bounds.
	 * 
	 * To reduce memory impact, the returned Rectangle instance may be reused internally; clone the instance or copy its
	 * values if you need to retain it.
	 * 
	 * Container instances calculate aggregate bounds for all children that return bounds via getBounds.
	 * @method getTransformedBounds
	 * @return {Rectangle} A Rectangle instance representing the bounds, or null if bounds are not available for this object.
	 **/
	p.getTransformedBounds = function() {
		return this._getBounds();
	};

	/**
	 * Allows you to manually specify the bounds of an object that either cannot calculate their own bounds (ex. Shape &
	 * Text) for future reference, or so the object can be included in Container bounds. Manually set bounds will always
	 * override calculated bounds.
	 * 
	 * The bounds should be specified in the object's local (untransformed) coordinates. For example, a Shape instance
	 * with a 25px radius circle centered at 0,0 would have bounds of (-25, -25, 50, 50).
	 * @method setBounds
	 * @param {Number} x The x origin of the bounds. Pass null to remove the manual bounds.
	 * @param {Number} y The y origin of the bounds.
	 * @param {Number} width The width of the bounds.
	 * @param {Number} height The height of the bounds.
	 **/
	p.setBounds = function(x, y, width, height) {
		if (x == null) { this._bounds = x; return; }
		this._bounds = (this._bounds || new createjs.Rectangle()).setValues(x, y, width, height);
	};

	/**
	 * Returns a clone of this DisplayObject. Some properties that are specific to this instance's current context are
	 * reverted to their defaults (for example .parent). Caches are not maintained across clones, and some elements
	 * are copied by reference (masks, individual filter instances, hit area)
	 * @method clone
	 * @return {DisplayObject} A clone of the current DisplayObject instance.
	 **/
	p.clone = function() {
		return this._cloneProps(new DisplayObject());
	};

	/**
	 * Returns a string representation of this object.
	 * @method toString
	 * @return {String} a string representation of the instance.
	 **/
	p.toString = function() {
		return "[DisplayObject (name="+  this.name +")]";
	};


// private methods:
	/**
	 * Called before the object gets drawn and is a chance to ensure the display state of the object is correct.
	 * Mostly used by {{#crossLink "MovieClip"}}{{/crossLink}} and {{#crossLink "BitmapText"}}{{/crossLink}} to
	 * correct their internal state and children prior to being drawn.
	 *
	 * Is manually called via draw in a {{#crossLink "Stage"}}{{/crossLink}} but is automatically called when
	 * present in a {{#crossLink "StageGL"}}{{/crossLink}} instance.
	 *
	 * @method _updateState
	 * @protected
	 * @default null
	 */
	p._updateState = null;

	// separated so it can be used more easily in subclasses:
	/**
	 * @method _cloneProps
	 * @param {DisplayObject} o The DisplayObject instance which will have properties from the current DisplayObject
	 * instance copied into.
	 * @return {DisplayObject} o
	 * @protected
	 **/
	p._cloneProps = function(o) {
		o.alpha = this.alpha;
		o.mouseEnabled = this.mouseEnabled;
		o.tickEnabled = this.tickEnabled;
		o.name = this.name;
		o.regX = this.regX;
		o.regY = this.regY;
		o.rotation = this.rotation;
		o.scaleX = this.scaleX;
		o.scaleY = this.scaleY;
		o.shadow = this.shadow;
		o.skewX = this.skewX;
		o.skewY = this.skewY;
		o.visible = this.visible;
		o.x  = this.x;
		o.y = this.y;
		o.compositeOperation = this.compositeOperation;
		o.snapToPixel = this.snapToPixel;
		o.filters = this.filters==null?null:this.filters.slice(0);
		o.mask = this.mask;
		o.hitArea = this.hitArea;
		o.cursor = this.cursor;
		o._bounds = this._bounds;
		o._webGLRenderStyle = this._webGLRenderStyle;
		return o;
	};

	/**
	 * @method _applyShadow
	 * @protected
	 * @param {CanvasRenderingContext2D} ctx
	 * @param {Shadow} shadow
	 **/
	p._applyShadow = function(ctx, shadow) {
		shadow = shadow || Shadow.identity;
		ctx.shadowColor = shadow.color;
		ctx.shadowOffsetX = shadow.offsetX;
		ctx.shadowOffsetY = shadow.offsetY;
		ctx.shadowBlur = shadow.blur;
	};

	/**
	 * @method _tick
	 * @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs.
	 * @protected
	 **/
	p._tick = function(evtObj) {
		// because tick can be really performance sensitive, check for listeners before calling dispatchEvent.
		var ls = this._listeners;
		if (ls && ls["tick"]) {
			// reset & reuse the event object to avoid construction / GC costs:
			evtObj.target = null;
			evtObj.propagationStopped = evtObj.immediatePropagationStopped = false;
			this.dispatchEvent(evtObj);
		}
	};

	/**
	 * @method _testHit
	 * @protected
	 * @param {CanvasRenderingContext2D} ctx
	 * @return {Boolean}
	 **/
	p._testHit = function(ctx) {
		try {
			var hit = ctx.getImageData(0, 0, 1, 1).data[3] > 1;
		} catch (e) {
			if (!DisplayObject.suppressCrossDomainErrors) {
				throw "An error has occurred. This is most likely due to security restrictions on reading canvas pixel data with local or cross-domain images.";
			}
		}
		return hit;
	};

	/**
	 * @method _getBounds
	 * @param {Matrix2D} matrix
	 * @param {Boolean} ignoreTransform If true, does not apply this object's transform.
	 * @return {Rectangle}
	 * @protected
	 **/
	p._getBounds = function(matrix, ignoreTransform){
		return this._transformBounds(this.getBounds(), matrix, ignoreTransform);
	};

	/**
	 * @method _transformBounds
	 * @param {Rectangle} bounds
	 * @param {Matrix2D} matrix
	 * @param {Boolean} ignoreTransform
	 * @return {Rectangle}
	 * @protected
	 **/
	p._transformBounds = function(bounds, matrix, ignoreTransform) {
		if (!bounds) { return bounds; }
		var x = bounds.x, y = bounds.y, width = bounds.width, height = bounds.height, mtx = this._props.matrix;
		mtx = ignoreTransform ? mtx.identity() : this.getMatrix(mtx);
		
		if (x || y) { mtx.appendTransform(0,0,1,1,0,0,0,-x,-y); } // TODO: simplify this.
		if (matrix) { mtx.prependMatrix(matrix); }
		
		var x_a = width*mtx.a, x_b = width*mtx.b;
		var y_c = height*mtx.c, y_d = height*mtx.d;
		var tx = mtx.tx, ty = mtx.ty;
		
		var minX = tx, maxX = tx, minY = ty, maxY = ty;

		if ((x = x_a + tx) < minX) { minX = x; } else if (x > maxX) { maxX = x; }
		if ((x = x_a + y_c + tx) < minX) { minX = x; } else if (x > maxX) { maxX = x; }
		if ((x = y_c + tx) < minX) { minX = x; } else if (x > maxX) { maxX = x; }

		if ((y = x_b + ty) < minY) { minY = y; } else if (y > maxY) { maxY = y; }
		if ((y = x_b + y_d + ty) < minY) { minY = y; } else if (y > maxY) { maxY = y; }
		if ((y = y_d + ty) < minY) { minY = y; } else if (y > maxY) { maxY = y; }

		return bounds.setValues(minX, minY, maxX-minX, maxY-minY);
	};

	/**
	 * Indicates whether the display object has any mouse event listeners or a cursor.
	 * @method _isMouseOpaque
	 * @return {Boolean}
	 * @protected
	 **/
	p._hasMouseEventListener = function() {
		var evts = DisplayObject._MOUSE_EVENTS;
		for (var i= 0, l=evts.length; i<l; i++) {
			if (this.hasEventListener(evts[i])) { return true; }
		}
		return !!this.cursor;
	};

	createjs.DisplayObject = createjs.promote(DisplayObject, "EventDispatcher");
}());
